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where implementing ideas that a player may never experience is not a failure but the defining characteristic of interactive media
"Well frankly in most rpgs (there are exceptions of course) quests exist in a vacuum. They will sit there forever, nothing can change them and they change nothing either. Your choices don't really matter. There are no consequences to your actions. You can't really fail."
small cute experimental games.. .see also http://www.kongregate.com/accounts/danielben
on B-Games, comparing videogames and movies, stories, gameplay, and stuff.. read the comments too
"I've heard (...) that there are talented programmers lacking sexy graphics.(...) So here's a thought: I'll provide some quality graphics and a seed of a design idea. All you need to provide is a working prototype of the core game mechanic"
"I'll add that choice-rich games are often not only more intellectually engaging, but also more entertaining. Too few single-player shooters force us to make decisions other than when to shoot and what to shoot it with."
"Press the triangle button to jump!"